I am looking to make terrain with caves and tunnels and possibly other similar situations.
I have an idea of using a complete texture using each channel to represent a level of a surface.
abstractly. a standard RGBA would be able to handle 4 levels of a surface per pixel, and possibly more if i could be clever about optimization.
has anyone done this before?
multi-channel height map for multi level terrain.
I did something similar once, with 3 layers of terrain where the middle one was visible from below to build caves and overhangs. It worked OK but got a bit restrictive, and it was generally easier to just make the cave as a separate model. I also found it difficult to make a good editor to handle that type of data.
Interesting.
the reason for doing this is to have destructible terrain like the game Scorched Earth. If it was heightmapped based i could write shaders for rendering in explosions and such that leave craters. It is definitely non-trivial to do this, but it seems like the only way short of doing voxel terrain.
the reason for doing this is to have destructible terrain like the game Scorched Earth. If it was heightmapped based i could write shaders for rendering in explosions and such that leave craters. It is definitely non-trivial to do this, but it seems like the only way short of doing voxel terrain.
Why not look into a hybrid method that uses a mixture of heightmaps and voxels/marching cubes. This is exactly what Crysis uses.
Quote:Original post by Erik RufeltSame here. I used shaders to cut "holes" in the "original" terrain (very similar to how L4D2 does body damage!) but in the end I weren't able to research more on the problem and I had to drop the experiment.
I did something similar once, with 3 layers of terrain where the middle one was visible from below to build caves and overhangs. It worked OK but got a bit restrictive, and it was generally easier to just make the cave as a separate model. I also found it difficult to make a good editor to handle that type of data
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